Tuesday, July 8, 2025

A Handful of Dice, 

a Ruler, a Few Figurative Models, & Some Thoughts . . . 





For want of a better introduction, I will begin this improvised as well as rushed post by citing the first two sentences of Chapter 4 in Adrian Goldsworthy’s 1996 study, The Roman Army At War 100 BC—AD 200. On page 116, the gentleman scholar (then a Research Fellow as the University of Wales Cardiff) explained: “The primary purpose of any army is to defeat the enemy in battle.” In the following sentence, he qualified his perfectly-obvious-to-many statement by remarking: “This is true, even if few of its soldiers ever experience battle directly.” As I floundered about in search of my next solo wargaming project, it occurred to me that I might take a brief break from publishing middle school-level wargame reports with perhaps too much emphasis or reliance on simple diagrams and try something else. Coincidentally or ironically, the small seed of an idea was discovered during the wargaming of one of those solo scenarios. Anyway, refocusing on the two sentences transcribed from the much dog-eared and heavily annotated paperback of what I think is an educational, engaging, and excellent work of reference, it occurred to me that ancient and medieval wargamers - no matter what their level of participation or tastes with regard to tabletop contests - would completely agree with the “primary purpose” statement. The second sentence is more interesting and provides more room for interpretation, at least in my estimation, so there will probably be more factions than just two or three main groups. For a starting point, it is difficult to imagine that many ancient or medieval wargamers would like to deploy their miniature armies or other representative forms of troop types and so forth on a tabletop, only to witness a percentage of these accumulated figures and formations actually participate in the pretend battle or game. I also suppose that those among us who can present (on occasion) as more stubborn or particular, could ask for further information pertaining to the definition of the words “few” and “directly.” Is there a percentage point or level at which “few” is no longer applicable? I would imagine that 50 percent is probably the knee-jerk or common sense answer here. But what does “directly” mean in this instance? Is this reserved for melees, regardless of duration or the enemy troop type, or does this word include situations wherein a unit is targeted by an enemy formation capable of throwing or shooting missiles at it? Then again, how would morale be handled in this particular case? That is to ask, would a friendly unit “directly experience” battle when a neighboring unit was attacked by enemy elephants and broken because of the impetuous and violent charge? Would this proximity apply if the routed friendly unit was a certain - but not overly great - distance from the unit that was not physically or directly involved with what was going on? Adopting the role of ‘devil’s advocate’ for just a moment, I wonder if this second sentence could be reinforced or proven wrong if an amateur historical survey and analysis was conducted? More specifically, and understanding that the following 15 battles represent just a very small sample set of the myriad contests and engagements taking place between 3,000 BC/BCE and 1500 AD/CE, I wonder if acceptable percentages of “few” could be found for: Gaugamela; The Sambre; Dorylaeum; Cynoscephalae; Poitiers; Callinicum; Zama; Kadesh; Plataea; Chalons; Montaperti; Hydaspes; Pharsalus; Arsuf, and Paraitakene. [The source of this list was Richard Lockwood’s “Battle Day 2018” brief, which was published in Slingshot 318 (May/June 2018).]


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Scanning and skimming the aforementioned familiar and valued Goldsworthy text, I stopped on page 150 and reread the following: “Given that often an army had stood facing the enemy for hours or even days, it is not surprising that the men were nervous and tense, and that such accidents could occur.” (The accident being referred to is the premature or ‘not specifically ordered’ advance by Caesar’s legions at Thapsus.) Now then, I have never set up a solo scenario and then proceeded to wait three or four hours before starting to play, so that I could replicate (at least in some small manner) the apparent ‘hurry up, deploy, and wait syndrome’ that affected quite a few ancient armies. Mentally reviewing the contents of five or so rulebooks, I can confidently say that I have never encountered any procedures or rules that attempted to recreate this extended interval of natural or increasing nerves and tension. I wonder if those individuals or select groups who identify themselves as the gatekeepers of historical realism in the hobby have drafted rule amendments to depict this pre-battle period? I wonder if there might be a simple way to develop a rule or two that would add this historical context and completely human element to a tabletop contest without over complicating things? For as much as I have thought about it - and I confess it adds up to less than 20 minutes - it occurs to me that both sides might roll 3d6 and then compare the totals. If one side has a better score by 1 to 6 points, then that side receives an automatic re-roll or a positive modifier to be employed in any situation they choose. This bonus or reward could, perhaps, reflect a lesser amount of nerves and tension. A score of 7 to 12 would result in two re-rolls or situations in which a positive modifier may be used. Differences of 13 points of more between the opposing rolls of 3d6 would earn the winning side a fairly significant advantage of three re-rolls and or positive modifiers to use in situations that, initially, were not satisfactory. This draft procedure could generously be called ‘brain storming,’ aimed specifically at recreating that pre-battle period of nerves and tension. It occurs to me that other sets of rules may have addressed this, to some extent, through scouting or something similar, but again, I am not aware of any particular set of rules for ancient wargaming that covers this natural human emotional response when lined up for battle with thousands of men to your left and right, facing thousands of enemy approximately 400-600 meters away, waiting on orders to bring your day and life to a horribly violent as well as terribly painful end. 


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It appears that one could trace the genealogy of the demoralization rules provided on pages 5-6 of GRAND TRIUMPH! [Rough Draft - Version 0.2, October 2017] back to page 25 of the De Bellis Multitudinis rules written by Phil Barker and Richard Bodley Scott [Version 1.1, June 1994]. To be certain, I have more experience with the former set than with the latter, and this ‘introduction’ or transition to another section of this unplanned and no-outline-prepared-and-revised post should not be perceived as an attack, dig, or slight. I confess that I am curious though, about the origin of the ‘third’ and ‘50 percent’ rules. Were these increments decided upon because of ample historical evidence, or are they simply game mechanisms, designed for simplicity and playability? 

I wonder if there might be some way, without getting too complicated (understanding that this is a subjective assessment) of combining existing historical information with the game procedures under present examination. Phrased another way, why would a command, division, or group of veteran troops become demoralized after suffering the same number of casualties, losses, degradation points, or whatever it might be called, as a command, division, or group of levy or militia troops? Stipulating to a degree of bias, it seems to me that the veterans should perform better and be able to fight harder and longer than a collection of militia units led by inexperienced officers. 


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In a previous draft of this post (it was more like 45 minutes of jittery typing after consuming too much dark chocolate), I took a sudden interest in how various rulebooks handled victory and defeat on the tabletop. Very broadly speaking, and acknowledging that my very informal survey looked at six - maybe - sets of rules, it seemed that the general rule or accepted form was that a side or an army has lost the tabletop battle once it has lost 50 percent of its original strength. Again, I pondered the historical accuracy of this presumably general rule, and I considered the simplicity of it with regard to game design and play. I contemplated, briefly, undertaking a comparative study of the losses suffered by each side in the 15 historical engagements listed earlier. While not a sufficient sample size, this ‘study’ would give me some data with which to work or at least formulate new and better questions. The aforementioned sugar high led me to pull Professor Sabin’s excellent text, LOST BATTLES - Reconstructing the Great Clashes of the Ancient World, off a lower book shelf. (Neither the cover nor any of the pages were stained with chocolate fingerprints, and the valued reference book was carefully set aside for the next day when I would be in a clearer frame of mind.) Anyway, at the top of page 44, the accomplished academic reminds the reader of the fairly long list of battles and losses contained on page 12, explaining: “. . . these figures are usually highly asymmetric and include losses inflicted during the subsequent pursuit as well as during the fighting itself.” Having more questions than answers, I wondered if it might be possible to develop a table or something similar that showed the accepted or verifiable battle and post-battle losses suffered by each side for those 15 historical engagements that I keep referring to. This line (more like a squiggle) of thinking led me to wonder if there was a way to reflect or reproduce this on a wargaming tabletop, and what its merits and or drawbacks might be. Again, for as much as I have thought about this procedure or procedures, it occurs to me that it would be based more on morale than physical condition, though these two characteristics would not be completely divorced. 

I wondered how such interactions might be governed and resolved on a tabletop. This ‘morale-heavy’ or ‘morale-oriented’ process seemed to fly in the face of traditional wargaming, where the understood objective is, to adapt the transcribed sentence that started this post: to defeat the opposing player-general’s miniature army through a combination of tactical acumen, rules knowledge, and better-than-average luck with the dice or cards employed to resolve combat and other situations. 


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To avoid any possible confusion or opportunity for retribution, I would like to clearly state that I make no claim with regard to being the first to plant a flag on this figurative mountain. That would be beyond foolish and perhaps remind readers of the actions and or mind set of a certain current political figure. That hint of political commentary aside, demoralization (or demoralisation) of a command or group and the eventual collapse of the larger army are not wholly original subjects of discussion by ancient and medieval wargamers. In early April of 2024, Anthony Clipsom (aka Erpingham) started this thread on the ‘Rules Systems Discussions’ sub-forum on The Society of Ancients Forum: “Can you tell me please, who won?” Although his post was inspired by the report of a late fifteenth century historical refight (Fornovo - as recreated by the award-winning, indefatigable, and statistics wizard Jon Freitag) and the briefly attended conversation seemed more battle and medieval-centric, I found the gentleman’s ‘set questions’ at the end of his opening comment relatable, interesting, and worthy of a second or even third consideration. The long-time, respected, and prolific member of The Society asked:


Are we too gamey in our approach to winning and losing? Should we try to make

our battles revolve around something more substantial than proxies? Or, in fact, 

are our gamey approaches a distillation of reality to simple terms - that battles 

were won by knocking down the enemies will to combat to such a point where 

their endurance gave way and they quit the field en masse? 


Even though it has been just a little over a year since the gentleman raised these questions (concerns?), I think it is well worth revisiting and reconsidering them. 


In December of that year and within the electronic marble columns of that same sub-forum, another long-standing member of The Society (and former editor of its long-running publication, whose tireless work was greatly appreciated) opened the following discussion: “How do you get to the end point of a wargame?” This veteran gentleman (aka Imperial Dave), who has an extensive library of rulebooks, provided forum frequenters with a short list of ‘mechanisms’ cataloged from said sets. These were: a time limit; a break point; objectives fulfilled; accumulation of points, and the common (but possessing an interesting history - this is my parenthetical addition) handshake. 


To be certain, there is much food for thought here. Speaking with the experience of 30-plus years as a non-traditional historical wargamer, there is something to be said for the simple or simpler approach. There is no room for disagreement if your army breakpoint is determined to be six units, and through the application of greater tactical skill along with a bit of luck, your opponent has managed to destroy or rout those six units, well then, you have lost the game or battle. The extent to which this tabletop contest presented an accurate historical drama, picture, or reconstruction is, obviously, a matter of opinion. In my brief as well as hurried ‘research’ while typing and editing - ahem - this post (more or less ‘on the fly’), I could not find the desired “smoking gun” evidence or quote. However, it does seem correct to argue or comment that in ancient battles, the losing side lost more men and material after they had been broken and were being pursued by the victorious side, then they lost during the actual engagement. Following in the giant footsteps of Anthony, Dave, and many others, I am left to wonder how we might best depict this kind of interaction on a tabletop? I also wonder if we should, as too much historical realism might impact the enjoyment of the wargame. I confess that I am a bit worried too, as I fear that Professor Philip Sabin might have sufficiently addressed this challenging subject matter by stressing morale and cohesion in the rules he included in the previously mentioned text, LOST BATTLES.


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On cursory review of this rushed-into-production post, it appears fairly evident why I should stay within my delineated comfort zone of writing battle reports, non-traditional and simplistic though they may be.   

Saturday, July 5, 2025

A Heaping Helping 

of Horse Bow





Staying inside my comfort zone of solo wargaming within the extensive ancient and or medieval periods of military history (3,000 BC/BCE to 1500 AD/CE), but opting to step outside of this zone with regard to the choice and then preparation of armies, I decided, after a series of discouraging developments in my so-called laboratory, to set up a large as well as fictional scenario wherein Suren Indo-Parthians would do battle with Kushans. Without further preamble, I present for the reader’s consideration several diagrams of how this large, and it must be stated, fictional contest was set up and played. Following the simple visuals (I suppose that one could generously call them ‘slides’), I present a section containing a variety of assessments, remarks and other thoughts. 


Thanks in advance for taking the time to visit this blog, and for reading this particular entry. It is appreciated. 

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Commentary

As I have often found the drafting of the final sections of wargame reports and reports in general to be challenging if not frustrating, I thought I would ‘punt’ or start this difficult and laborious process by describing an event that occurred during one of the turns of the recently completed solo wargame. 


The Kushans were the active side, and in one sector of the field they were interested in further depleting the number of Indo-Parthian units on the tabletop. Using a decent command die, they managed to engage a unit of demoralized Indo-Parthian Horse Bow with a unit of Light Foot. These infantry were assisted by a troop of Elephants, who were arranged on the right flank of the Light Foot, thus supporting the assault. As if that were not enough, the Kushan local commander managed to move a unit of Horse Bow onto the flank of the engaged enemy stand. Now then, typically, Horse Bow bases have a combat factor of+3 versus enemy Foot. However, this unit of Horse Bow was demoralized, and it was also flanked as well as bothered by some supporting Elephants. By my figuring, the Horse Bow combat factor was zero. The Kushan Light Foot had a factor of +2 versus enemy Mounted. A kill seemed practically guaranteed, as the flanking unit would prevent the Indo-Parthian horse archers from making their escape. The dice gods or just plain luck thought differently, however. The Kushan unit rolled a 1 for a total of 3. The demoralized and flanked Indo-Parthians rolled a 6. The Kushan Light Foot was broken and removed. The flanking unit of Horse Bow was forced to recoil 1 MU per the new rules amendment list, and the demoralized but victorious Horse Bow was required to advance (i.e., pursue) 1 MU, as they had doubled the score of their opponent. To be certain, an unlikely development, but one that was mathematically possible with these rules. (It might be interesting to try and model this situation with other sets of rules and see what happens.) To be sure, this kind of reversal of fortune did not happen with any great frequency during the recently completed battle, but when similar events did take place, it did give me pause for thought in addition to brief moments of enjoyment that would probably be increased by a factor of four or more in friendly or competition games. 


Anyway, still struggling to develop the content for this final section, I thought I might try to incorporate the writings of two eminent members of The Society of Ancients. First, I should like to evaluate this latest effort by using the criteria listed by Simon Watson in “Tactica II: A Personal Perspective,” which appeared in Slingshot 329 (March/April 2020). I apologize in advance if I misinterpret or misunderstand any part of the respected gentleman’s writing. In his engaging article, Simon discussed the criteria by which he judged a set of ancient wargaming rules. The first ‘hoop’ or benchmark was playability. Simon was interested in a “fun game, sub-3 hours, with record keeping and other rule reference kept to a minimum.” Understanding that “fun” is a completely subjective term, I believe I can say that my solo contest wherein Tactica II was not used, provided for a fun game. If anything, it allowed me a chance to be distracted, to escape for a total of a little over 4 hours over the course of three consecutive days. The time required for my fictional battle can be attributed to the size of the armies that were involved and to the fact that I was playing solo. Essentially, this doubles the workload for any project. Record keeping and other admin matters might also be fairly described as subjective qualities. In my case, I did not have to refer to the QRS or the new rule amendments all that often. Given the freedom of choice with respect to choosing which melees to resolve, I did make use of colored chips to mark completed melees. I also had command tags on the tabletop, which identified the various formations (there were 17 in total) and informed or reminded me of when each would be considered demoralized. In my opinion, these playing aids and markers were not major detractors to the experience. Others may well disagree, as is their right. 


The second ‘hoop’ to jump through was “historical ‘feel’.” Again, there is a healthy level of subjectivity here with regard to understanding how ancient battles were fought. Simon and I might very well reach similar conclusions if we studied a section of narrative written by Polybius or Tacitus or another well known historian. We might also agree, generally, on the analysis done by a modern historian, such as Adrian Goldsworthy or Victor Davis Hanson. The interpretation of these writings and analyses to our respective tabletops is where we might differ. In some subject areas it might be by just a little; on other topics, it might be by quite a distance. Thinking about the recently completed wargame, I think it is hard to say - definitively - if the scenario was a representation of actual ancient warfare. To take one point as an example: I know that in Tactica II, horse archers are able to shoot arrows at enemy formations 15 inches away. There is a specific phase within the turn for this, and there are specific rules for determining how many arrows are loosed and how many might land on target. In stark contrast, horse archers in TRIUMPH! have a combat factor against enemy Foot and Mounted units. There is no separate sub-phase of a turn wherein these mounted warriors can ‘knock, extend, let fly,’ and repeat. At the risk of adding to the word count of this section as well as to the post, permit me to transcribe the entry for Horse Bow from the rules so that those unfamiliar with how this troop type is depicted can learn:


> Horse Bow [open order; 4 points]

Cavalry fighting with bows from horseback, usually with large ammunition 

supplies. Effective against other horse; less effective against close order foot but 

at little risk of them because of their ability to engage from beyond thrown-

weapon range. Examples are Skythians, Huns, Magyars, most Mongols, and 

many more. 


A mental review of other rules (Armati, Hail Caesar, IMPETVS, L’Art de la Guerre, and To The Strongest!) suggests that units of horse archers are usually given the ability to ‘reach out and touch some enemy’ from a distance. 


Simon’s third criteria is decision making. Here, the gentleman asks for or wants to be able to make “tactical decisions as well as develop general battle plans.” In essence, he wants to assume the role of army commander as opposed to sub-general, legate, chieftain, prince, or nameless officer in charge of this phalanx, etc. The TRIUMPH! rules certainly provide plenty of opportunity for decision making, as each command is led by a ‘general’ who gets to roll a d6 and then issue that many orders per turn. Elephants and other troop types are harder to manage, so they require 2 pips to move each turn. (This caused a few problems in the recently completed contest.) I suppose there was a degree of realism obtained or imagined during the later stages of the contest, as when a command became spread out due to various combats and their results, a roll of 2 on the command die would mean that the local commander would have to prioritize what needed to be done first or the ‘fastest with the mostest.’ This decision making would be under the larger umbrella of the overall army commander. Admittedly, there was not all that much of a formalized or carefully thought out plan (by either side) in this recent solo contest. My primary goals were to set up another largish battle, conduct more testing of the recently released rule amendments, and fight with two armies that I did not have very much experience with using on my tabletop. While I have commanded elephants, cataphracts, and horse archers before, it is rather a different matter when one  is leading armies containing quite a few of these types against an army of similar composition. 


With regard to Simon’s fourth and fifth criteria - aesthetics and character - I suppose the sensible thing to do is plead nolo contendere, and move on from there. Then again, it might prove interesting, at least in a comparison/contrast kind of way, to research and then estimate how much it would cost to produce 417 points of Indo-Parthians in 15mm scale and then in 25/28mm scale. As a third option, I wonder what the price tag would be for the same number of Indo-Parthians using WoFun models. (See https://wofungames.com/.) 


The second venerable Society member from whom I will draw upon in reviewing the relative strengths and weaknesses of my latest ‘case’ is an erudite gentleman by the name of Anthony Clipsom. By happy accident, I happened across (again) his thought-provoking “Game Mechanics and Realism” piece which was published in Slingshot 337 (July/August 2021). At the end of this engaging and admittedly personal article, Anthony offers a 4-point “fuzzy subjective rubric.” (Sidebar: Given that this ‘grading scale’ is several years old as of this typing, it might be interesting to see if there has been any change made to it and what the reason or reasons were.) If I understand the basics of this much discussed general topic correctly, then a scenario or tabletop battle should be: 1) “moderately gamey - having good mechanics that are connected”; 2) “fairly realistic - producing plausible outcomes and historically reconcilable narratives”; 3) “very playable - requiring little maintenance and a reasonable time frame to reach a conclusion,” and 4) “pretty permissive - meaning that its modifiable and flexible.” 


Taking each of these in order and striving to be brief, it appears that my large TRIUMPH! scenario ticked all the boxes. Granted the force by which the pencil or marker was used in ticking these boxes might vary, but even so. For as much as my opinion is relevant, the mechanics in these rules are decent and are connected. However, I maintain that it is odd to use Horse Bow units without having to resolve arrow volleys, no matter how disjointed these flights of projectiles might be. On ‘Count 2,’ it seems arguably realistic that a rather large contest involving elephants, cataphracts, and horse archers is going to see lots of ‘to-ing and fro-ing’ as well as lots of trampling and scampering, etc. Interestingly or ironically, in the recently played solo wargame, the battle did not go to the ‘bigger battalions’ - which is what one might think, but went to the army that rolled better dice on the day or days that turns were completed. The example reported at the start of this final section was not very plausible, but it was possible. It just remains how to blend this exception into the story of the battle. Had there been four or five player-generals participating, it seems safe to suggest that there would have been four or five stories as to what transpired in that particular area of the tabletop. I think I have pretty much covered the third point with my ‘analysis’ of Simon’s piece and through the distribution of accounts of the engagement. If the scenario was not playable, then there would not be a report. Instead, there might be a ‘paper’ examining the reasons why it was found to be so. With regard to the last point raised by Anthony, the rules have been officially amended by those with the power to do so. As to other modifications, well, it appears that these same individuals can take on the helmeted, masked, and sometime baton-wielding appearance of gatekeepers. During the recently staged contest, I found myself considering additional house rules and or variations on some themes. A short, work-in-progress list would include the following: a) varying the ability of commanders of generals [both in terms of melee modifier and command radius]; b) varying the demoralization point of commands [25 percent, 35 percent, 40 percent, etc.]; c) varying the points value of commands [the rules permit a 24-point command or group; what would happen if a 60-point command was deployed?], and d) further experimenting with what else happens when a command of group becomes demoralized. This last tinkering would, I think, have to be supported by at least six historical examples. 


In summation, it was a decent solo wargame. It provided several hours of distraction, as well as more food for thought. Is it foolish to hope that this post provides 20 minutes or so of distraction to a reader, as well as some inspiration for a related project? In fact, having mentally listed a handful of different rules during the drafting of this section, I cannot help but consider trying a similar contest using a few of those rules. It might be interesting to compare and contrast how they did when these particular armies faced off against each other. Then again, it might prove as interesting to stay with the same rules, but test out the ideas for some ‘house amendments.’ However, knowing my attention span when it comes to solo wargaming, I would not be at all surprised to find that my next interest or project has nothing at all to do with elephants, cataphracts, or horse archers.



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Orders of Battle (for those who may be interested)

 

Suren Indo-Parthians

Command A - Scythian allies

10 x Horse Bow, 02 x Knights (1 being the sub-general or command stand of formation)


Command B - 

01 x Cataphracts (sub-general or command stand of formation), 02 x Elephants, 02 x Horde, 02 x Skirmishers, 02 x Rabble, 02 x Light Spear, 02 x Bow Levy


Command C - 

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)


Command D - 

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)


Command E - 

03 x Javelin Cavalry, 03 x Cataphracts (1 being the sub-general or command stand of formation), 03 x Horse Bow, 03 x Elephants


Command F - 

12 x Cataphracts (1 being the Army General as well as command stand of formation)


Command G - 

01 x Cataphracts (sub-general or command stand of formation), 03 x Elephants, 03 x Horde, 03 x Skirmishers, 02 x Rabble, 02 x Light Spear, 02 x Bow Levy


Command H -

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)


Command I - 

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)



Kushans

Command 1 - 

01 x Horse Bow, 05 x Elephants (1 being the sub-general or command stand of formation), 06 x Light Foot


Command 2 - 

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)


Command 3 - 

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)


Command 4 - 

05 x Horse Bow, 07 x Elephants (1 being the Army General and command stand of formation)


Command 5 - The Subject Indians contingent

06 x Heavy Foot, 06 x Bow Levy, 03 x Javelin Cavalry, 01 x Cataphracts (sub-general or command stand of formation)


Command 6 - 

12 x Cataphracts (1 being the sub-general or command stand of formation)


Command 7 - 

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)


Command 8 - 

11 x Horse Bow, 01 x Cataphracts (sub-general or command stand of formation)